Football board game

ABSTRACT

In a board game playing method, an offensive play selection card (PSC) having at least one action is selected and a defensive PSC having at least one action is selected. A die is rolled to yield a first value in connection with the offensive PSC. A marker is positioned on a board in response to an action on the offensive PSC corresponding to the first value. The die is rolled to yield a second value in connection with the defensive PSC. The marker is positioned on the board in response to an action on the defensive PSC corresponding to the second value. The foregoing steps of rolling the die and positioning the marker are repeated until a predetermined condition is satisfied.

CROSS REFERENCE TO RELATED APPLICATION

This application is based on U.S. Provisional Patent Application No. 60/799,369 filed May 10, 2006, on which priority of this patent application is based and which is hereby incorporated by reference in its entirety.

BACKGROUND OF THE INVENTION

1. Field of the Invention

This invention relates to board games. In particular, to a football board game in which one or more dice, poker cards and play selection cards are used as a mechanism for play.

2. Description of Related Art

American football is a well-known outdoor sport in the United States. Many games have been created to simulate actual football, and to allow two players to enjoy a game. Many of these games involve boards, computers, cards and dice. The invention is to provide a football board game that is fun to learn and play and involves chance.

SUMMARY OF THE INVENTION

A board game playing method comprises (a) selecting an offensive play selection card (PSC) comprising at least one action; (b) selecting a defensive PSC comprising at least one action; (c) rolling die to yield a first value in connection with the offensive PSC; (d) positioning a marker on a board in response to an action on the offensive PSC corresponding to the first value; (e) rolling die to yield a second value in connection with the defensive PSC; (f) positioning the marker on the board in response to an action on the defensive PSC corresponding to the second value; and (g) repeating steps (c)(f) until a predetermined condition is satisfied.

Step (g) can include, prior to at least one repetition of steps (c)-(f), selecting at least one of another offensive PSC or another defensive PSC.

Each PSC can further comprise a type “run” or “pass”.

The method can further include: during each iteration of steps (c)-(f) and prior to each iteration of step (e), comparing the type of the offensive PSC and the type of the defensive PSC; and if the types are the same, then performing steps (e) and (f), otherwise go directly to step (g) bypassing steps (e) and (f).

The predetermined condition can be either a point limit or a time limit.

The board can include a playing field in the form of a reduced size conventional football field including lines corresponding to yard lines of the conventional football field.

The marker can have a football shape.

The action can include one of a yard amount or football move. The football move can include one of: a fumble, a kick, a sack, an interception, a touch-back, an incomplete pass, a touchdown, a blitz, a fair-catch, a pass interference, a penalty, a good kick, a wide left, a two point conversion and an extra point good.

The offensive PSC can further include at least one condition and an instruction to occur when the condition is satisfied. The condition can be a player drawing either a red or black poker card; the player drawing a trivia card and answering a question thereon correctly; or the player drawing a trivia card and the player's opponent answering a question thereon correctly.

The method can further include: selecting a Kick-Off PSC having at least one action; rolling a die to yield a kick-off value; and positioning the marker on a board based on an action on the Kick-Off PSC corresponding to the kick-off value.

The method can further include: selecting a Field Goal PSC having at least one action; rolling a die to yield a field goal value; and updating a score based on an action on the Field Goal PSC corresponding to the field goal value.

Another embodiment board game playing method includes: (a) rolling a die to yield a first value; (b) positioning a marker on a board corresponding to the first value; (c) rolling a die to yield a second value; and (d) moving said marker on the board corresponding to the second value.

The method can further include selecting at least one card, wherein each card can include at least one of: an action, an instruction, a condition or a trivia question.

The method can further include: matching each value to an action on one of the cards; and moving the marker according to the matched action.

BRIEF DESCRIPTION OF THE DRAWING(S)

FIG. 1 is a top view of a football field board used in a football game of the present invention;

FIG. 2 depicts a football marker used in a football game of the present invention;

FIG. 3 is a step diagram showing the method steps of embodiment of the invention;

FIG. 4 is an illustration of a run offense Player Selection Card;

FIG. 5 is an illustration of a run defense Player Selection Card;

FIG. 6 is an illustration of an offensive pass Player Selection Card;

FIG. 7 is an illustration of a pass defense Player Selection Card;

FIG. 8 is an illustration of a kickoff Player Selection Card;

FIG. 9 is an illustration of a punt Player Selection Card;

FIG. 10 is an illustration of a kickoff return Player Selection Card;

FIG. 11 is an illustration of a punt return Player Selection Card;

FIG. 12 is an illustration of a field goal Player Selection Card;

FIG. 13 is an illustration of an extra point Player Selection Card;

FIG. 14 a is a front view of a Trivia Card; and

FIG. 14 b is a back view of a Trivia Card.

DETAILED DESCRIPTION OF THE INVENTION

Referring to FIG. 1, a top view of a football field board 10 is shown. Board 10 has a first poker card indicator 12, a second poker card indicator 14, first trivia card indicator 16, a second trivia card indicator 18, a first goal line 20, a second goal line 22, a first out-of-bounds line 24 and a second out-of-bounds line 26.

FIG. 2 shows a football marker 30 that can be used to represent the field position of a line of scrimmage 32 on the board 10. Football marker 30 also has a home pointer 34 and an away pointer 36. Football marker 30 is placed on football board game 10 and moved along the board as the players advance their positions. The player on offense can score a touchdown when the play of the game causes the line of scrimmage 32 to move across first goal line 20 or second goal line 22 of football board game 10. The player(s) on offense can score points by successfully kicking a field goal or any other ways possible under American football game rules.

Play Selection Cards

With reference to FIG. 4, a Run Play Selection Card (“PSC”) 200 is shown. Run PSC 200 is for the offensive team to use for running plays. Run PSC 200 includes reference numbers 1-6 for corresponding actions 202 including: +2 yards, +4 yards, +6 yards, +8 yards, +10 yards and +12 yards, respectively. Run PSC 200 also has for reference numbers 1, 4 and 6, columns of corresponding conditions 204 and/or instructions 206. In Run PSC 200, reference number 1 has condition PC Red (red poker card) and instruction +6; reference number 4 has condition PC Black (black poker card) and instruction +10; and reference number 6 has dual conditions TR (trivia card) and PC-Red (red poker card) and instruction Fumble.

With reference to FIG. 5, a Run Defense PSC 230 is shown. Run Defense PSC 230 is for the defensive team plays to use to counter an offensive team run. Run PSC 230 includes reference numbers 1-6 for corresponding actions 232 including: −0 yards, Blitz, +2 yards, −2 yards, +1 yard and −3 yards, respectively. Run Defense PSC 230 also has for reference numbers 2, 3 and 5, columns of corresponding conditions 234 and/or instructions 236. In Run Defense PSC 230, reference number 2 has condition PCB (black poker card) and instruction −2, and an alternative condition PCR (red poker card) and alternative instruction −4; reference number 3 has condition PC Black (black poker card) and instruction Fumble; reference number 5 has condition PC Red (red poker card) and instruction −3 yards; and reference number 6 has condition TC (trivia card).

With reference to FIG. 6, a Pass PSC 250 is shown. Pass PSC 250 is for the offensive team to use for passing plays. Pass PSC 250 includes reference numbers 1-6 for corresponding actions 252 including: +5 yards, Incomplete, +10 yards, +15 yards, +20 yards and +35 yards, respectively. Pass PSC 250 also has for reference numbers 3, 5 and 6, columns of corresponding conditions 252 and/or instructions 254. In Pass PSC 250, reference number 3 has condition PC Black (black poker card) and instruction Int. (Interception); reference number 5 has condition PC Red (red poker card) and instruction Incomp. (Incomplete); and reference number 6 has condition TC (trivia card).

With reference to FIG. 7, a Pass Defense PSC 260 is shown. Pass Defense PSC 260 is for the defensive team to use to counter an offensive pass. Pass Defense PSC 260 includes reference numbers 1-6 for corresponding actions 262 including: Zone −0 yards; Zone +4 yards; Blitz −6 yards; Pass Interference +½ to Goal; Man to Man −0 yards; and Blitz −3 yards, respectively. Pass Defense PSC 260 also has for reference numbers 2, 3, and 6, columns of corresponding conditions 264 and/or instructions 266. In Pass Defense PSC 260, reference number 2 has condition PCB (black poker card) and instruction +4 yards; reference number 3 has condition PCR (red poker card) and instruction Intercep (Interception); and reference number 6 has condition TR (trivia card).

With reference to FIG. 8, a Kick-Off PSC 270 is shown. Kick-Off PSC 270 is for the kicking team to use when starting a game or after a score. Kick-Off PSC 270 includes reference numbers 1-6 for corresponding actions 272 including: Touch Back; 2 Yard Line; 10 Yard Line; Touch Back; 30 Yard Line; and Touch Back, respectively. Kick-Off PSC 270 also has for reference numbers 1, 3 and 5 columns of corresponding conditions 274 and/or instructions 276. In Kick-Off PSC 270, reference number 1 has condition PC Red (red poker card) and instruction Fumble; reference number 3 has condition PC Black (black poker card) and instruction +20; and reference number 5 has condition TC (trivia card).

With reference to FIG. 9, a Punt PSC 280 is shown. Punt PSC 280 is for the offensive team to use when punting the ball. Punt PSC 280 includes reference numbers 1-6 for corresponding actions 282 including: +30 yards; +35 yards; +40 yards; +43 yards; +50 yards; and +52 yards, respectively. Punt PSC 282 also has for reference numbers 1, 3 and 6, columns of corresponding conditions 284 and instructions 286. In Punt PSC 282, reference number 1 has condition PC Black (black poker card); reference number 3 has dual conditions TR (trivia card), PC Black (black poker card) and instruction Fumb (Fumble); and reference number 6 has condition PCRed (red poker card).

With reference to FIG. 10, a Kick-Off Return PSC 290 is shown. Kick-Off Return PSC 290 is for the returning team to use on a kick-off return play. Kick-Off Return PSC 290 includes reference numbers 1-6 for corresponding actions 292 including: +0 yards; +5 yards; +10 yards; +15 yards; +20 yards; and +25 yards, respectively. Kick-Off PSC 290 also has for reference numbers 1, 3, 4, 5 and 6, columns of corresponding conditions 294 and/or instructions 296. In Kick-Off PSC 290, reference number 1 has condition PC Red (red poker card) and instruction Fumble; reference number 3 has condition PC Black (black poker card) and instruction +20; reference number 4 has condition PC Black Ace (black poker card Ace) and instruction TD (touchdown); reference number 5 has condition TC (trivia card); and reference number 6 has condition PC Red (red poker card) and instruction 31 10 yards.

With reference to FIG. 11, a Punt Return PSC 300 is shown. Punt Return PSC 300 is for the returning team to use on a punt play. Punt Return PSC 300 includes reference numbers 1-6 for corresponding actions 302 including: Fair Catch; +5 yards; +10 yards; +15 yards; Fair Catch; and +20 yards, respectively. Punt Return PSC 300 also has for reference numbers 3, 4 and 6, columns of corresponding conditions 304 and/or instructions 306. In Punt Return PSC 300, reference number 3 has condition PC Black (black poker card) and instruction Fumble; reference number 4 has condition TR (trivia card); and reference number 6 has condition PC Red (red poker card) Face and instruction TD (touchdown).

With reference to FIG. 12, a Field Goal PSC 310 is shown. Field Goal PSC 310 is for the offense team to use when attempting a field goal. Field Goal PSC 310 includes reference numbers 1-6 for corresponding actions 312 including: Good, if less than 40 yards; Good if less than 30 yards; Wide Left; Good, if less than 50 yards; Good if less than 40 yards; and Good any yardage, respectively. Field Goal PSC 310 also has for reference numbers 4 and 6, columns of corresponding conditions 314 and/or instructions 316. In Field Goal PSC 310, reference number 4 has condition PCB (black poker card); and reference number 6 has condition PC Red (red poker card) and instruction Blk (Block).

With reference to FIG. 13, an Extra Point PSC 320 is shown. Extra Point PSC 320 is for the offensive team to use when attempting an extra point after touchdown. Extra Point PSC 320 includes reference numbers 1-6 for corresponding actions 322 including: Field Goal Good; Field Goal Bad; 2 Point Conversion Good; Field Goal Good; Field Goal Bad; and Field Goal Good, respectively. Extra Point PSC 320 also has for reference numbers 1, 3 and 6, columns of corresponding conditions 324 and/or instructions 326. In Extra Point PSC 320, reference number 1 has condition PC Red (red poker card) and instruction Blk (Block); reference number 3 has condition TR (trivia card); and reference number 6 has condition PC Black (black poker card).

Trivia Cards

With reference to FIG. 14 a, a non-limiting example of a Trivia Card 350 is shown. The front 353 of Trivia Card 350 has six questions 352 corresponding to numbers 1-6. With reference to FIG. 14 b, the back 356 of Trivia Card 350 has numbers 1-6 corresponding to numbers 1-6 on the front 353 of Trivia Card 350 in FIG. 14 a. Answers 354 on back 356 of Trivia card 350 correspond to numbers 1-6 and their corresponding questions.

Overview of Game Steps and Decisions

Referring to FIG. 3, the steps of a football game of the present invention are shown. In steps 102 and 104, players pick a home team and an away team and determine which team receives or kicks off the football, e.g., coin flips or die roll(s) can be used to make these determinations. At step 106, the kickoff begins. The kickoff procedure begins at step 110 with the kickoff team selecting a Kick-Off PSC 270 (FIG. 8) and rolling a die to determine an instruction on the selected Kick-Off PSC 270 (FIG. 8). Next, the value shown on the die is matched to a number on the Kick-Off PSC 270 to enable action on board 10. Each number on a Kick-Off PSC 270 has an action. The kickoff team moves the line of scrimmage 32 of football marker 30 to the appropriate position on the football game board 10 as set forth by the action for the number on the Kick-Off PSC 270. For example, if the kicking team rolls a die and determines the number is 3, then the action 272 of Kick-Off PSC 270 (FIG. 8) associated with reference number 3 is 10 yard line, meaning the line of scrimmage 32 of football marker 30 is placed on the appropriate 10 yard line. The condition and instruction at reference number 3 states PC Black (black poker card) and +20, meaning if the kicking team flips over a Black Poker Card, then the line of scrimmage 32 of football marker 30 will move an additional +20 yards to the appropriate 30 yard line of board 10. However, if the player flips over red, then the line of scrimmage 32 of football marker 30 stays at the 10 yard line.

At step 112, the receiving team selects a Kick-Off Return PSC 290 (FIG. 10) and rolls a die to determine an instruction on the selected Kick-Off Return PSC 290. The value on the die is matched with the number on the Kick-Off Return PSC 290 (FIG. 10) and the line of scrimmage 32 of football marker 30 is moved as instructed on Kick-Off Return PSC 290. For example, assume the line of scrimmage 32 of football marker 30 is on the 10 yard line, and the value of the die is 5. Kick-Off Return 290 (FIG. 10) at number 5 has action 292 of +20 yards and a condition TC (trivia card). Collectively, this action and condition means that if the receiving team answers a Trivia Card question from the kicking team correctly, then the ball will move an additional +20 yards to the appropriate 30 yard line. If the Trivia Card is not answered correctly, then the ball remains on the 10 yard line. The receiving team now becomes the offensive team and the kicking team becomes the defensive team.

At step 108, regular play begins comprising steps 116-122, which are steps that correspond to the offensive and defensive plays that make up much of a normal American football game. At step 116, the offensive team selects an offensive PSC (Run PSC 200 or Pass PSC 250) and places the selected offensive PSC face down on board 10. Next, the defensive team selects a defense PSC (Defense PSC 230 or Defense PSC 260) and places the selected defense PSC face down on board 10. It is envisioned that these selections may also come from a pile of offensive and defensive PSC's without knowledge of either side as to the PSC being selected, i.e., a blind selection of PSC's face down. At step 118, the offensive team rolls the die and finds the move by matching the value shown on the die to a number on the selected offense PSC. The offensive team moves the line of scrimmage 32 of football marker 30 the appropriate distance on board 10. At step 120, the defensive team looks at its defense PSC and compares it to the offensive PSC of the offensive team. If both the offensive team and the defensive team have the same selected type PSC (run or pass), then a match occurs. If there is a match, then the defensive team rolls the die and moves the line of scrimmage 32 of football marker 30 the appropriate distance on board 10 according to the defense PSC. However, if the defensive team selected a type PSC (run or pass) different than the type PSC (run or type) the offensive team selected, that then the defensive team does not take a turn.

Next, if the offensive team decides to punt at decision 126 (FIG. 3), the play moves to step 106 kickoff/punt. In a punt, the teams follow the steps similar to those for a kickoff except, in a punt, a Punt PSC 280 (FIG. 9) is used. If the offensive team does not punt at decision 126, at decision 128 the offensive team decides on a field goal. For a field goal, the offensive team first rolls the die to determine the move on a selected Field Goal PSC 310 (FIG. 12) at step 132. If the field goal is good, the score is updated by three. Play continues with a kickoff after a field goal try at step 106.

If the offensive team did not try a field goal, the next possibility is decision 130 questioning if a touchdown was scored. If the offensive team has scored a touchdown, then play moves to step 132 for an extra point try by way of a selected PSC 320 (FIG. 13) and a corresponding die roll. The score is updated, if applicable, in step 134 depending on the kicking result of the extra point and play resumes at the kickoff step 106. Finally, the last alternative at decision 136 is a turnover in the case of a fumble, interception or turnover on downs. After a turnover, change of possession takes place at step 138, where the offensive team becomes the defensive team and vice versa, and play returns to step 108. If the offensive team is not punting, then play continues by repeating steps 116-122.

Play continues with teams alternating on offense and defense with changes occurring through either turnovers, touchdowns, field goals or punting. As in American football, the offense retains possession of the ball for first, second and third downs and repeats the steps of choosing a PSC, rolling the die, finding an instruction on a PSC and moving the marker with the defense taking a turn when the proper defense is selected.

Prior to beginning the game, teams can agree on a point limit or a time limit. Play ends when the agreed upon limit is reached.

Game Examples

Detailed illustrations of offensive and defensive moves using PSC's follow. Beginning at step 116 (FIG. 3) where the offensive team selects an offensive PSC, e.g., Run PSC 200 (FIG. 4), the defensive team selects a PSC, for example, Run Defense PSC 230 (FIG. 5). The offensive team then turns over Run PSC 200, rolls the die and determines the value. For example, if the offensive team rolls the die and determines the value is a 4, the offensive team matches the value 4 on the die with the reference number 4 of Run PSC 200. Associated with reference number 4 on Run PSC 200 is “+8 Yards.” Therefore, the offensive team moves the line of scrimmage 32 of football marker 30 a positive eight yards on board 10. Also, associated with the number 4 of PSC 200 is condition PC Black (black poker card) and an adjacent instruction +10. Condition PC Black (black poker card) indicates that the offensive team should take a poker card from a stack of poker cards placed atop one of the poker card indicators 12 or 14 of board 10, depending upon which side of board 10 the offensive team is playing from. The poker card stack on each poker card indicator can be a partial or full stack of shuffled playing cards. If the card that the offensive team selects is black, then the condition is true and the offensive team further moves the line of scrimmage 32 of football marker 30 as stated in instruction 206, i.e., +10 yards in the direction towards the opponent's goal line, for a total of +18 Yards. If the offensive team had chosen a red card, however, the condition is false and the line of scrimmage 32 of football marker 30 is not moved any further beyond the “+8 Yards” it was moved in response to rolling the die value of 4 for Run PSC 200 (FIG. 4). At this point, the offensive team has finished its move.

Next, the defensive team turns over the selected defensive PSC. Assume Run Defense PSC 230 (FIG. 5) is the card that the defensive team selected. In this case, since Run Defense PSC 230 is a running play and since the offensive team selected a running play, the defensive team rolls the die to determine a move. For example, if the defensive team rolls a value of 2, the defensive team looks at reference number 2 of Run Defense PSC 230 and finds the corresponding action 232. In Run Defense PSC 230, the action 232 for reference number 2 is “Blitz,” meaning the defensive team can recover lost yardage. For the “Blitz” action, there are two conditions with different outcomes. In the first condition 234, if the defensive team selects a black poker card (PCB) from the stack of poker cards placed atop the corresponding poker card indicators 12 or 14, then instruction 236 is followed and the line of scrimmage 32 of football marker 30 is moved −2 yards from the defensive team's goal. In the alternative condition 240, if the defensive team selects a red poker card (PCR), the defensive team follows alternative instruction 242 and moves the line of scrimmage 32 of football marker 30 −4 yards. In the latter instance, since the offensive team moved +8 yards and the defensive team gained back 4 yards, there was a net gain of 4 yards.

Now, at second down, at step 116, the offensive team selects, for example, the Run PSC 200 (FIG. 4) and the defensive team selects a PSC and places it face down. Next, the offensive team rolls a die showing a value of 6. Associated with reference number 6 on Run PSC 200, the action 232 is “+12 yards.” The offensive team therefore moves the line of scrimmage 32 of football marker 30 +12 yards toward the defensive team's goal line. In addition, there is also a dual condition 204 “TR, PC-Red” associated with reference number 6 of Run PSC 200. “TR” indicates the offensive team must answer correctly the defensive team's trivia question 352 from a trivia card 350 (FIG. 14 a) taken from a stack of trivia cards on a first trivia card indicator 16 or a second trivia card indicator 18, in order to satisfy the condition. The trivia question 352 is selected by the defensive team from one or more questions 352, e.g., 1-6, on the front 353 of Trivia Card 350. Selection of the trivia question on Trivia Card 350 can occur through other modes, such as rolling a die. However, selection in the present embodiment is by preference. The defensive team selects a question 352, for example, the question corresponding to number 1, “who was the first player drafted in the first draft in 1936?” The offensive team answers the question “Jay Berwanger.” The defensive team checks the answer 354 on back 356 of Trivia card 350. Each Trivia Card may have more or less than 6 questions and may have answers on the front next to the question.

After the offensive team answers the trivia question correctly, to satisfy fully condition 204, the offensive team must also select a red poker card (PC Red) from the appropriate stack. If the offensive team selects red, the ball is fumbled. Play then moves to step 136 via steps 126-130 on a turnover. A fumble has occurred and a change of possession occurs at step 138. The change of possession, as in American football, gives the ball to the other team at the spot of the fumble, in this case the fumble occurred after the offensive team had gained 12 yards so the ball is recovered at that spot and play returns to step 108.

While only a single PSC has been given for each play type, for example, one Run PSC for offense, if desired, a plurality of PSC's can be created for any or all of the play types, i.e., Run, Run Defense, Pass, Pass Defense, Kick-Off, Punt, Kick-Off Return, Punt Return, Field Goal and Extra Point. For example, there can be a plurality of Run PSC's and a plurality Run Defense PSC's. The rules can be adjusted to force a player to select a PSC previously unused. In addition, PSC's can be created with more or less than six reference numbers. Multiple die can be rolled to provide additional combinations. The actions, conditions and instructions can be arranged in various different orders.

It will be readily appreciated by those skilled in the art that modifications may be made to the invention without departing from the concepts disclosed in the foregoing description. For example, the actions, conditions and/or instructions shown on each PSC are for example only are not to be construed as limiting the invention. Moreover, the illustration and/or discussion of any combination of action, condition and instruction in connection with one PSC is also applicable to other PSCs having the same or similar format. Accordingly, the particular embodiments described in detail herein are illustrative only and are not limiting to the scope of the invention, which is to be given the full breadth of the appended claims and any and all equivalents thereof. 

1. A method for playing a board game comprising: (a) selecting an offensive play selection card (PSC) comprising at least one action; (b) selecting a defensive PSC comprising at least one action; (c) rolling die to yield a first value in connection with the offensive PSC; (d) positioning a marker on a board in response to an action on the offensive PSC corresponding to the first value; (e) rolling die to yield a second value in connection with the defensive PSC; (f) positioning the marker on the board in response to an action on the defensive PSC corresponding to the second value; and (g) repeating steps (c)-(f) until a predetermined condition is satisfied.
 2. The method of claim 1, wherein step (g) includes, prior to at least one repetition of steps (c)-(f), selecting at least one of another offensive PSC or another defensive PSC.
 3. The method of claim 1, wherein each PSC further comprises a type “run” or “pass”.
 4. The method of claim 3, further including; during each iteration of steps (c)-(f) and prior to each iteration of step (e), comparing the type of the offensive PSC and the type of the defensive PSC; and if the types are the same, then performing steps (e) and (f), otherwise go directly to step (g) bypassing steps (e) and (f).
 5. The method of claim 1, wherein the predetermined condition is either a point limit or a time limit.
 6. The method of claim 1, wherein the board includes a playing field in the form of a reduced size conventional football field including lines corresponding to yard lines of the conventional football field.
 7. The method of claim 1, wherein the marker is football-shaped.
 8. The method of claim 1, wherein the action comprises one of a yard amount or football move.
 9. The method of claim 8, wherein the football move comprises one of: a fumble, a kick, a sack, an interception, a touch-back, an incomplete pass, a touchdown, a blitz, a fair-catch, a pass interference, a penalty, a good kick, a wide left, a two point conversion and an extra point good.
 10. The method of claim 8, wherein the offensive PSC further comprises at least one condition and an instruction to occur when the condition is satisfied.
 11. The method of claim 10, wherein the condition is a player drawing either a red or black poker card.
 12. The method of claim 10, wherein the condition is a player drawing a trivia card and answering a question thereon correctly.
 13. The method of claim 10, wherein the condition is a player drawing a trivia card and the player's opponent answering a question thereon correctly.
 14. The method of claim 1, further including: selecting a Kick-off PSC having at least one action; rolling a die to yield a kick-off value; and positioning the marker on a board based on an action on the Kick-off PSC corresponding to the kick-off value.
 15. The method of claim 1, further including: selecting a Field Goal PSC having at least one action; rolling a die to yield a field goal value; and updating a score based on an action on the Field Goal PSC corresponding to the field goal value.
 16. A method for playing a board game comprising: (a) rolling a die to yield a first value; (b) positioning a marker on a board corresponding to the first value; (c) rolling a die to yield a second value; and (d) moving said marker on the board corresponding to the second value.
 17. The method of claim 16, further comprising selecting at least one card.
 18. The method of claim 17, wherein each card includes at least one of: an action, an instruction, a condition or a trivia question.
 19. The method of claim 18, further including: matching the each value to an action on one of the cards; and moving the marker according to the matched action. 